﻿Shader "Custom/ShadowSurfaceShader" {
	Properties {
		_MainTex ("Albedo (RGB)", 2D) = "white" {}
		_ShadowTex("Shadow (RGB)", 2D) = "white" {}
		_LightTex("Light (RGB)", 2D) = "white" {}
		_LightLI("Luminous intensity", Float) = 0
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200
		
		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard fullforwardshadows

		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0

		sampler2D _MainTex;
		sampler2D _ShadowTex; 
		sampler2D _LightTex;
		float _LightLI;

		struct Input {
			float2 uv_MainTex;
			float2 uv2_ShadowTex;
			float2 uv_LightTex;
		};


		fixed4 _Color;

		void surf (Input IN, inout SurfaceOutputStandard o) {
			// Albedo comes from a texture tinted by color
			//fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
			fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * tex2D(_ShadowTex, IN.uv2_ShadowTex);
			o.Albedo = c.rgb;
			o.Emission = tex2D(_LightTex, IN.uv_LightTex).rgb * _LightLI;
			// Metallic and smoothness come from slider variables
			o.Alpha = c.a;
		}
		ENDCG
	}
	FallBack "Diffuse"
}
